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CrEaTiiOn_LiiMiT

Tut on Clients + Other things

Nov 26th, 2014
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  1. Ok so basically why am making this is because so many people ask me everyday , how do you do clients ? , how do you get there names to show up? , how do i add mods for the clients , how do you code for a certain mod and really i don't have time to be explaining everything to everyone. So am making this ! NOTE:This is coded in C#
  2.  
  3. It includes:
  4. How to code mods for clients
  5. How to do modded weapons.
  6. how to get client names
  7. And some other stuff...
  8.  
  9.  
  10.  
  11. Part 1: How to get client names
  12.  
  13. //Get client name. All this does is just produce the names on the data grid view.
  14. #region GetName
  15.        public static uint NameAddress = 0x0110d60c;
  16.        public static string GetName(int client)
  17.        {
  18.            byte[] buffer = new byte[16];
  19.            PS3.GetMemory(NameAddress + 0x3980 * (uint)client, buffer);
  20.            string names = Encoding.ASCII.GetString(buffer);
  21.            names = names.Replace("\0", "");
  22.            return names;
  23.        }
  24.        #endregion
  25.  
  26. one might ask why it says NameAddress instead of the offset. Reason being that its quicker than writing out an offset all the time.
  27.  
  28. //This gets the names of clients + the client number when the button is pressed.
  29. try
  30.            {
  31.  
  32.                for (int i = 0; i < 18; i++)
  33.                {
  34.                    dataGridView1.Enabled = true;
  35.                    dataGridView1.RowCount = 18;
  36.                    dataGridView1.Rows[i].Cells[0].Value = i;
  37.                    dataGridView1.Rows[i].Cells[1].Value = GetName(i);
  38.                    Application.DoEvents();
  39.  
  40.                }
  41.            }
  42.            catch
  43.            {
  44.                for (int i = 0; i < 18; i++)
  45.                {
  46.  
  47.                    dataGridView1.RowCount = 18;
  48.                    dataGridView1.Rows[i].Cells[0].Value = i;
  49.                    dataGridView1.Rows[i].Cells[1].Value = "";
  50.                }
  51.            }
  52.  
  53. what you wanna do here is just add this to a button below your data grid view so that when you press it the client name + number shows up
  54.  
  55.  
  56. PART 2: How to add mods for clients
  57.  
  58.            int client = dataGridView1.CurrentRow.Index;
  59.            PS3.SetMemory(GodmodeAddress + 0X280 * (uint)client, new byte[] { 0xFF });
  60.            
  61.  
  62. Ok well first off what your going to need to add client mods is a context menu strip.You are then going to have press on the data grid view and scroll down untill you see this on the right hand side http://prntscr.com/5ahdbj.You wont see ContextmenuStrip1 you just click on it and it should say something along the lines of Add a context menu strip.It will show up only one context menu strip anyway i assume.Then go back to your tool go to the bottom and click on the context menu strip like showing here http://prntscr.com/5ahend.
  63. You then will see an emtpy box appear which you will then enter the name of the mod you want. Just to keep it clean looking also add in an option inside of that mod saying On or off ( pretty obvious ) Like showin here http://prntscr.com/5ahg0a. You will double click on the On option and it will open up the form and you can add the above code. In this example this is for god mode. You may ask again why it says GodModeAddress. Dont worry ill give a list of address so it easier for all of you to use mods rather than typing out offsets.
  64.  
  65. PART 3: Modded weapons
  66.  
  67. First of all your gonna need this in your project.
  68.  
  69.  public static class WeaponList
  70.        {
  71.            //3 Bytes: 0x00,0x00,0x00
  72.            //First is 2nd Attachment
  73.            //Second is 1st Attachment + Camo
  74.            //Third is Weapon
  75.            public static class Seatown
  76.            {
  77.                public static byte[] DefaultWeapon = new byte[] { 0x00, 0x00, 0x01 };
  78.                public static byte[] Stick = new byte[] { 0x00, 0x00, 0x02 };
  79.                public static byte[] RiotShield = new byte[] { 0x00, 0x00, 0x03 };
  80.                public static byte[] RiotShield_2 = new byte[] { 0x00, 0x00, 0x04 };
  81.                public static byte[] Magnum_44 = new byte[] { 0x00, 0x00, 0x05 };
  82.                public static byte[] USP_45 = new byte[] { 0x00, 0x00, 0x06 };
  83.                public static byte[] USP_45_2 = new byte[] { 0x00, 0x00, 0x07 };
  84.                public static byte[] Desert_Eagle = new byte[] { 0x00, 0x00, 0x08 };
  85.                public static byte[] MP412 = new byte[] { 0x00, 0x00, 0x09 };
  86.                public static byte[] MP412_2 = new byte[] { 0x00, 0x00, 0x0A };
  87.                public static byte[] P99 = new byte[] { 0x00, 0x00, 0x0B };
  88.                public static byte[] Five_Seven = new byte[] { 0x00, 0x00, 0x0C };
  89.                public static byte[] FMG9 = new byte[] { 0x00, 0x00, 0x0D };
  90.                public static byte[] Skorpion = new byte[] { 0x00, 0x00, 0x0E };
  91.                public static byte[] MP9 = new byte[] { 0x00, 0x00, 0x0F };
  92.                public static byte[] G18 = new byte[] { 0x00, 0x00, 0x10 };
  93.                public static byte[] MP5 = new byte[] { 0x00, 0x00, 0x11 };
  94.                public static byte[] PM_9 = new byte[] { 0x00, 0x00, 0x12 };
  95.                public static byte[] P90 = new byte[] { 0x00, 0x00, 0x13 };
  96.                public static byte[] PP90M1 = new byte[] { 0x00, 0x00, 0x14 };
  97.                public static byte[] UMP45 = new byte[] { 0x00, 0x00, 0x15 };
  98.                public static byte[] MP7 = new byte[] { 0x00, 0x00, 0x16 };
  99.                public static byte[] AK47 = new byte[] { 0x00, 0x00, 0x17 };
  100.                public static byte[] M16A4 = new byte[] { 0x00, 0x00, 0x18 };
  101.                public static byte[] M4A1 = new byte[] { 0x00, 0x00, 0x19 };
  102.                public static byte[] FAD = new byte[] { 0x00, 0x00, 0x1A };
  103.                public static byte[] ACR6_8 = new byte[] { 0x00, 0x00, 0x1B };
  104.                public static byte[] Type95 = new byte[] { 0x00, 0x00, 0x1C };
  105.                public static byte[] MK14 = new byte[] { 0x00, 0x00, 0x1D };
  106.                public static byte[] SCAR_L = new byte[] { 0x00, 0x00, 0x1E };
  107.                public static byte[] G36C = new byte[] { 0x00, 0x00, 0x1F };
  108.                public static byte[] CM901 = new byte[] { 0x00, 0x00, 0x20 };
  109.                public static byte[] M203 = new byte[] { 0x00, 0x00, 0x21 };
  110.                public static byte[] M320_GLM = new byte[] { 0x00, 0x00, 0x22 };
  111.                public static byte[] RPG = new byte[] { 0x00, 0x00, 0x23 };
  112.                public static byte[] SMAW = new byte[] { 0x00, 0x00, 0x24 };
  113.                public static byte[] Stinger = new byte[] { 0x00, 0x00, 0x25 };
  114.                public static byte[] Javelin = new byte[] { 0x00, 0x00, 0x26 };
  115.                public static byte[] XM25 = new byte[] { 0x00, 0x00, 0x27 };
  116.                public static byte[] Dragunov = new byte[] { 0x00, 0x00, 0x28 };
  117.                public static byte[] MSR = new byte[] { 0x00, 0x00, 0x29 };
  118.                public static byte[] Barret_50Cal = new byte[] { 0x00, 0x00, 0x2A };
  119.                public static byte[] RSASS = new byte[] { 0x00, 0x00, 0x2B };
  120.                public static byte[] AS50 = new byte[] { 0x00, 0x00, 0x2C };
  121.                public static byte[] L118A = new byte[] { 0x00, 0x00, 0x2D };
  122.                public static byte[] KSG12 = new byte[] { 0x00, 0x00, 0x2E };
  123.                public static byte[] Model1887 = new byte[] { 0x00, 0x00, 0x2F };
  124.                public static byte[] Striker = new byte[] { 0x00, 0x00, 0x30 };
  125.                public static byte[] AA_12 = new byte[] { 0x00, 0x00, 0x31 };
  126.                public static byte[] USAS_12 = new byte[] { 0x00, 0x00, 0x32 };
  127.                public static byte[] SPAS12 = new byte[] { 0x00, 0x00, 0x33 };
  128.                public static byte[] M60E4_Juggernaut = new byte[] { 0x00, 0x00, 0x34 };
  129.                public static byte[] AUG_HBAR = new byte[] { 0x04, 0x06, 0x34 };
  130.                public static byte[] M60E4 = new byte[] { 0x00, 0x00, 0x35 };
  131.                public static byte[] MK46 = new byte[] { 0x00, 0x00, 0x36 };
  132.                public static byte[] PKP_PECHENEG = new byte[] { 0x00, 0x00, 0x37 };
  133.                public static byte[] L86_LSW = new byte[] { 0x00, 0x00, 0x38 };
  134.                public static byte[] MG36 = new byte[] { 0x00, 0x00, 0x39 };
  135.                public static byte[] C4 = new byte[] { 0x00, 0x00, 0x3A };
  136.                public static byte[] C4_Glitch /*(Throw it, and after 8 seconds, it blowing)*/ = new byte[] { 0x00, 0x00, 0x3B };
  137.                public static byte[] Claymore = new byte[] { 0x00, 0x00, 0x3C };
  138.                public static byte[] Trophy_System = new byte[] { 0x00, 0x00, 0x3D };
  139.                public static byte[] MZ3_Designanator /*(F2000)*/ = new byte[] { 0x00, 0x00, 0x3E };
  140.                public static byte[] Scrambler = new byte[] { 0x00, 0x00, 0x3F };
  141.                public static byte[] NoWeapon = new byte[] { 0x00, 0x00, 0x40 };
  142.                public static byte[] Semtex = new byte[] { 0x00, 0x00, 0x41 };
  143.                public static byte[] Frag = new byte[] { 0x00, 0x00, 0x42 };
  144.                public static byte[] Flash = new byte[] { 0x00, 0x00, 0x43 };
  145.                public static byte[] Smoke = new byte[] { 0x00, 0x00, 0x44 };
  146.                public static byte[] Stun = new byte[] { 0x00, 0x00, 0x45 };
  147.                public static byte[] EMP_Grande = new byte[] { 0x00, 0x00, 0x46 };
  148.                public static byte[] Throwing_Knife = new byte[] { 0x00, 0x00, 0x47 };
  149.                public static byte[] Bouncing_Betty = new byte[] { 0x00, 0x00, 0x48 };
  150.                public static byte[] Tactical_Insertion = new byte[] { 0x00, 0x00, 0x49 };
  151.                public static byte[] Flashing_Weapon = new byte[] { 0x00, 0x00, 0x4A };
  152.                public static byte[] Frag_2 = new byte[] { 0x00, 0x00, 0x4B };
  153.                public static byte[] NoWeapon_2 = new byte[] { 0x00, 0x00, 0x4C };
  154.                public static byte[] NoWeapon_3 = new byte[] { 0x00, 0x00, 0x4D };
  155.                public static byte[] Portable_Radar /*(Fake)*/ = new byte[] { 0x00, 0x00, 0x4E };
  156.                public static byte[] Bomb = new byte[] { 0x00, 0x00, 0x4F };
  157.                public static byte[] Bomb_2 = new byte[] { 0x00, 0x00, 0x50 };
  158.                public static byte[] Phone = new byte[] { 0x00, 0x00, 0x5F };
  159.                public static byte[] Laptop = new byte[] { 0x00, 0x00, 0x52 };
  160.                public static byte[] Phone_2 = new byte[] { 0x00, 0x00, 0x62 };
  161.                public static byte[] Laptop_2 = new byte[] { 0x00, 0x00, 0x56 };
  162.                public static byte[] Airdrop_Marker = new byte[] { 0x00, 0x00, 0x5D };
  163.                public static byte[] Vest = new byte[] { 0x00, 0x00, 0x60 };
  164.                public static byte[] Airdrop_Trap_Marker = new byte[] { 0x00, 0x00, 0x61 };
  165.                public static byte[] Airdrop_Escort_Marker = new byte[] { 0x00, 0x00, 0x66 };
  166.                public static byte[] AC130_25mm = new byte[] { 0x00, 0x00, 0x67 };
  167.                public static byte[] AC130_40mm = new byte[] { 0x00, 0x00, 0x68 };
  168.                public static byte[] AC130_105mm = new byte[] { 0x00, 0x00, 0x69 };
  169.                public static byte[] Stinger_Bullet = new byte[] { 0x00, 0x00, 0x6A };
  170.                public static byte[] Javelin_Fake = new byte[] { 0x00, 0x00, 0x6B };
  171.                public static byte[] Harriar_Bullets = new byte[] { 0x00, 0x00, 0x6F };
  172.                public static byte[] Harriar_Rockets = new byte[] { 0x00, 0x00, 0x70 };
  173.                public static byte[] Helicopter_Bullets = new byte[] { 0x00, 0x00, 0x71 };
  174.                public static byte[] Frag_Airdrop_Trap /*(Explode like carapackage trap)*/ = new byte[] { 0x00, 0x00, 0x72 };
  175.                public static byte[] Osprey_Vision = new byte[] { 0x00, 0x00, 0x73 };
  176.                public static byte[] Strafe_Run = new byte[] { 0x00, 0x00, 0x74 };
  177.                public static byte[] Pavelow_Bullets = new byte[] { 0x00, 0x00, 0x75 };
  178.                public static byte[] EscortAirdrop_Bullets = new byte[] { 0x00, 0x00, 0x76 };
  179.                public static byte[] Ripper_Vision = new byte[] { 0x00, 0x00, 0x7F };
  180.                public static byte[] Ripper_Vision_Other = new byte[] { 0x00, 0x00, 0x80 };
  181.                public static byte[] Walking_IMS = new byte[] { 0x00, 0x00, 0x81 };
  182.                public static byte[] Remote_Sentry_Bullets = new byte[] { 0x00, 0x00, 0x82 }; //Must give IMS Before using this, otherwise its freeze!
  183.                public static byte[] Remote_Sentry_Vision = new byte[] { 0x00, 0x00, 0x84 };
  184.                public static byte[] Recon_Drone_Vision = new byte[] { 0x00, 0x00, 0x85 };
  185.                public static byte[] Recon_Drone_Weapon = new byte[] { 0x00, 0x00, 0x86 };
  186.                public static byte[] AssaultDrone_Vision = new byte[] { 0x00, 0x00, 0x89 };
  187.                public static byte[] AssaultDrone_Rockets = new byte[] { 0x00, 0x00, 0x8A };
  188.                public static byte[] Osprey_Bullets = new byte[] { 0x00, 0x00, 0x7D };
  189.            }
  190.            public static class Dome
  191.            {
  192.                public static byte[] DefaultWeapon = new byte[] { 0x00, 0x00, 0x02 };
  193.                public static byte[] Stick = new byte[] { 0x00, 0x00, 0x03 };
  194.                public static byte[] RiotShield = new byte[] { 0x00, 0x00, 0x04 };
  195.                public static byte[] RiotShield_2 = new byte[] { 0x00, 0x00, 0x05 };
  196.                public static byte[] Magnum_44 = new byte[] { 0x00, 0x00, 0x06 };
  197.                public static byte[] USP_45 = new byte[] { 0x00, 0x00, 0x07 };
  198.                public static byte[] USP_45_2 = new byte[] { 0x00, 0x00, 0x08 };
  199.                public static byte[] Desert_Eagle = new byte[] { 0x00, 0x00, 0x09 };
  200.                public static byte[] MP412 = new byte[] { 0x00, 0x00, 0x0A };
  201.                public static byte[] MP412_2 = new byte[] { 0x00, 0x00, 0x0B };
  202.                public static byte[] P99 = new byte[] { 0x00, 0x00, 0x0C };
  203.                public static byte[] Five_Seven = new byte[] { 0x00, 0x00, 0x0D };
  204.                public static byte[] FMG9 = new byte[] { 0x00, 0x00, 0x0E };
  205.                public static byte[] Skorpion = new byte[] { 0x00, 0x00, 0x0F };
  206.                public static byte[] MP9 = new byte[] { 0x00, 0x00, 0x10 };
  207.                public static byte[] G18 = new byte[] { 0x00, 0x00, 0x11 };
  208.                public static byte[] MP5 = new byte[] { 0x00, 0x00, 0x12 };
  209.                public static byte[] PM_9 = new byte[] { 0x00, 0x00, 0x13 };
  210.                public static byte[] P90 = new byte[] { 0x00, 0x00, 0x14 };
  211.                public static byte[] PP90M1 = new byte[] { 0x00, 0x00, 0x15 };
  212.                public static byte[] UMP45 = new byte[] { 0x00, 0x00, 0x16 };
  213.                public static byte[] MP7 = new byte[] { 0x00, 0x00, 0x17 };
  214.                public static byte[] AK47 = new byte[] { 0x00, 0x00, 0x18 };
  215.                public static byte[] M16A4 = new byte[] { 0x00, 0x00, 0x19 };
  216.                public static byte[] M4A1 = new byte[] { 0x00, 0x00, 0x1A };
  217.                public static byte[] FAD = new byte[] { 0x00, 0x00, 0x1B };
  218.                public static byte[] ACR6_8 = new byte[] { 0x00, 0x00, 0x1C };
  219.                public static byte[] Type95 = new byte[] { 0x00, 0x00, 0x1D };
  220.                public static byte[] MK14 = new byte[] { 0x00, 0x00, 0x1E };
  221.                public static byte[] SCAR_L = new byte[] { 0x00, 0x00, 0x1F };
  222.                public static byte[] G36C = new byte[] { 0x00, 0x00, 0x20 };
  223.                public static byte[] CM901 = new byte[] { 0x00, 0x00, 0x21 };
  224.                public static byte[] M203 = new byte[] { 0x00, 0x00, 0x22 };
  225.                public static byte[] M320_GLM = new byte[] { 0x00, 0x00, 0x23 };
  226.                public static byte[] RPG = new byte[] { 0x00, 0x00, 0x24 };
  227.                public static byte[] SMAW = new byte[] { 0x00, 0x00, 0x25 };
  228.                public static byte[] Stinger = new byte[] { 0x00, 0x00, 0x26 };
  229.                public static byte[] Javelin = new byte[] { 0x00, 0x00, 0x27 };
  230.                public static byte[] XM25 = new byte[] { 0x00, 0x00, 0x28 };
  231.                public static byte[] Dragunov = new byte[] { 0x00, 0x00, 0x29 };
  232.                public static byte[] MSR = new byte[] { 0x00, 0x00, 0x2A };
  233.                public static byte[] Barret_50Cal = new byte[] { 0x00, 0x00, 0x2B };
  234.                public static byte[] RSASS = new byte[] { 0x00, 0x00, 0x2C };
  235.                public static byte[] AS50 = new byte[] { 0x00, 0x00, 0x2D };
  236.                public static byte[] L118A = new byte[] { 0x00, 0x00, 0x2E };
  237.                public static byte[] KSG12 = new byte[] { 0x00, 0x00, 0x2F };
  238.                public static byte[] Model1887 = new byte[] { 0x00, 0x00, 0x30 };
  239.                public static byte[] Striker = new byte[] { 0x00, 0x00, 0x31 };
  240.                public static byte[] AA_12 = new byte[] { 0x00, 0x00, 0x32 };
  241.                public static byte[] USAS_12 = new byte[] { 0x00, 0x00, 0x33 };
  242.                public static byte[] SPAS12 = new byte[] { 0x00, 0x00, 0x34 };
  243.                public static byte[] M60E4_Juggernaut = new byte[] { 0x00, 0x00, 0x35 };
  244.                public static byte[] M60E4 = new byte[] { 0x00, 0x00, 0x36 };
  245.                public static byte[] MK46 = new byte[] { 0x00, 0x00, 0x37 };
  246.                public static byte[] PKP_PECHENEG = new byte[] { 0x00, 0x00, 0x38 };
  247.                public static byte[] L86_LSW = new byte[] { 0x00, 0x00, 0x39 };
  248.                public static byte[] MG36 = new byte[] { 0x00, 0x00, 0x3A };
  249.                public static byte[] C4 = new byte[] { 0x00, 0x00, 0x3B };
  250.                public static byte[] C4_Glitch /*(Throw it, and after 8 seconds, it blowing)*/ = new byte[] { 0x00, 0x00, 0x3C };
  251.                public static byte[] Claymore = new byte[] { 0x00, 0x00, 0x3D };
  252.                public static byte[] Trophy_System = new byte[] { 0x00, 0x00, 0x3E };
  253.                public static byte[] MZ3_Designanator /*(F2000)*/ = new byte[] { 0x00, 0x00, 0x3F };
  254.                public static byte[] Scrambler = new byte[] { 0x00, 0x00, 0x40 };
  255.                public static byte[] NoWeapon = new byte[] { 0x00, 0x00, 0x41 };
  256.                public static byte[] Semtex = new byte[] { 0x00, 0x00, 0x42 };
  257.                public static byte[] Frag = new byte[] { 0x00, 0x00, 0x43 };
  258.                public static byte[] Flash = new byte[] { 0x00, 0x00, 0x44 };
  259.                public static byte[] Smoke = new byte[] { 0x00, 0x00, 0x45 };
  260.                public static byte[] Stun = new byte[] { 0x00, 0x00, 0x46 };
  261.                public static byte[] EMP_Grande = new byte[] { 0x00, 0x00, 0x47 };
  262.                public static byte[] Throwing_Knife = new byte[] { 0x00, 0x00, 0x48 };
  263.                public static byte[] Bouncing_Betty = new byte[] { 0x00, 0x00, 0x49 };
  264.                public static byte[] Tactical_Insertion = new byte[] { 0x00, 0x00, 0x4A };
  265.                public static byte[] Flashing_Weapon = new byte[] { 0x00, 0x00, 0x4B };
  266.                public static byte[] Frag_2 = new byte[] { 0x00, 0x00, 0x4C };
  267.                public static byte[] NoWeapon_2 = new byte[] { 0x00, 0x00, 0x4D };
  268.                public static byte[] NoWeapon_3 = new byte[] { 0x00, 0x00, 0x4E };
  269.                public static byte[] Portable_Radar /*(Fake)*/ = new byte[] { 0x00, 0x00, 0x4F };
  270.                public static byte[] Bomb = new byte[] { 0x00, 0x00, 0x50 };
  271.                public static byte[] Bomb_2 = new byte[] { 0x00, 0x00, 0x51 };
  272.                public static byte[] Phone = new byte[] { 0x00, 0x00, 0x60 };
  273.                public static byte[] Laptop = new byte[] { 0x00, 0x00, 0x53 };
  274.                public static byte[] Phone_2 = new byte[] { 0x00, 0x00, 0x63 };
  275.                public static byte[] Laptop_2 = new byte[] { 0x00, 0x00, 0x57 };
  276.                public static byte[] Airdrop_Marker = new byte[] { 0x00, 0x00, 0x5E };
  277.                public static byte[] Vest = new byte[] { 0x00, 0x00, 0x61 };
  278.                public static byte[] Airdrop_Trap_Marker = new byte[] { 0x00, 0x00, 0x62 };
  279.                public static byte[] Airdrop_Escort_Marker = new byte[] { 0x00, 0x00, 0x67 };
  280.                public static byte[] AC130_25mm = new byte[] { 0x00, 0x00, 0x68 };
  281.                public static byte[] AC130_40mm = new byte[] { 0x00, 0x00, 0x69 };
  282.                public static byte[] AC130_105mm = new byte[] { 0x00, 0x00, 0x6A };
  283.                public static byte[] Stinger_Bullet = new byte[] { 0x00, 0x00, 0x6B };
  284.                public static byte[] Javelin_Fake = new byte[] { 0x00, 0x00, 0x6C };
  285.                public static byte[] Harriar_Bullets = new byte[] { 0x00, 0x00, 0x70 };
  286.                public static byte[] Harriar_Rockets = new byte[] { 0x00, 0x00, 0x71 };
  287.                public static byte[] Helicopter_Bullets = new byte[] { 0x00, 0x00, 0x72 };
  288.                public static byte[] Frag_Airdrop_Trap /*(Explode like carapackage trap)*/ = new byte[] { 0x00, 0x00, 0x73 };
  289.                public static byte[] Osprey_Vision = new byte[] { 0x00, 0x00, 0x74 };
  290.                public static byte[] Strafe_Run = new byte[] { 0x00, 0x00, 0x75 };
  291.                public static byte[] Pavelow_Bullets = new byte[] { 0x00, 0x00, 0x76 };
  292.                public static byte[] EscortAirdrop_Bullets = new byte[] { 0x00, 0x00, 0x77 };
  293.                public static byte[] Ripper_Vision = new byte[] { 0x00, 0x00, 0x80 };
  294.                public static byte[] Ripper_Vision_Other = new byte[] { 0x00, 0x00, 0x81 };
  295.                public static byte[] Walking_IMS = new byte[] { 0x00, 0x00, 0x82 };
  296.                public static byte[] Remote_Sentry_Bullets = new byte[] { 0x00, 0x00, 0x83 }; //Must give IMS Before using this, otherwise its freeze!
  297.                public static byte[] Remote_Sentry_Vision = new byte[] { 0x00, 0x00, 0x85 };
  298.                public static byte[] Recon_Drone_Vision = new byte[] { 0x00, 0x00, 0x86 };
  299.                public static byte[] Recon_Drone_Weapon = new byte[] { 0x00, 0x00, 0x87 };
  300.                public static byte[] AssaultDrone_Vision = new byte[] { 0x00, 0x00, 0x8A };
  301.                public static byte[] AssaultDrone_Rockets = new byte[] { 0x00, 0x00, 0x8B };
  302.                public static byte[] Osprey_Bullets = new byte[] { 0x00, 0x00, 0x7E };
  303.            }
  304.  
  305. This just makes using weapons a whole lot easier. Credit to MangoKnife for this.
  306.  
  307. Also add the following to a new class Name it RPC. http://prntscr.com/5ahmuk.
  308.  #region GiveWeapon
  309.            public static void G_GivePlayerWeapon(int client, int ammo, int weapon, int akimbo)
  310.            {
  311.                for (int i = 0; i < 18; i++)
  312.                {
  313.                    long GClients = Addresses.G_Client + (i * 0x3980);
  314.                    Call(Addresses.G_GivePlayerWeapon, GClients, (uint)weapon, akimbo);
  315.                    Call(Addresses.Add_Ammo, (uint)(Addresses.G_Entity + (i * 640)), (uint)weapon, 0, ammo, 1);
  316.                    Call(Addresses.SV_GameSendServerCommand, i, 0, "a \"" + weapon + "\"");
  317.                }
  318.                long GClient = Addresses.G_Client + (client * 0x3980);
  319.                Call(Addresses.G_GivePlayerWeapon, GClient, (uint)weapon, akimbo);
  320.                Call(Addresses.Add_Ammo, (uint)(Addresses.G_Entity + (client * 0x280)), (uint)weapon, 0, ammo, 1);
  321.                Call(Addresses.SV_GameSendServerCommand, client, 0, "a \"" + weapon + "\"");
  322.            }
  323.            #endregion
  324.  
  325. //Different Region
  326.  
  327. #region G_ClientFunction
  328.            public static uint G_ClientFunction(int client)
  329.            {
  330.                return Addresses.G_Client + ((uint)client * 0x3980);
  331.            }
  332.            #endregion
  333.  
  334. //Different region
  335.  
  336. #region Set_ClientDvar
  337.            public static void Set_ClientDvar(int client, string Text)
  338.            {
  339.                SV_GameSendServerCommand(client, "q \"" + Text + "\"");
  340.                Thread.Sleep(20);
  341.            }
  342.            #endregion
  343.  
  344. //Different region
  345. #region SV_GameSendServerCommand
  346.            public static void SV_GameSendServerCommand(int client, string command)
  347.            {
  348.                Call(Addresses.SV_GameSendServerCommand, (uint)client, 0, command);
  349.            }
  350.            #endregion
  351.  
  352. Also here is rpc. Thanks again to MangoKnife for this
  353. #region RPC
  354.        public static class RPC
  355.        {
  356.            #region RPC
  357.            public static uint func_address = 0x0277208; //FPS Address 1.24
  358.            /*
  359.             * MW3 FPS RPC by VezahMoDz!
  360.             * This function get written at the FPS Offset!
  361.             *
  362.                 lis r28, 0x1005
  363.                 lwz r12, 0x48(r28)
  364.                 cmpwi r12, 0
  365.                 beq loc_277290
  366.                 lwz r3, 0x00(r28)
  367.                 lwz r4, 0x04(r28)
  368.                 lwz r5, 0x08(r28)
  369.                 lwz r6, 0x0C(r28)
  370.                 lwz r7, 0x10(r28)
  371.                 lwz r8, 0x14(r28)
  372.                 lwz r9, 0x18(r28)
  373.                 lwz r10, 0x1C(r28)
  374.                 lwz r11, 0x20(r28)
  375.                 lfs f1, 0x24(r28)
  376.                 lfs f2, 0x28(r28)
  377.                 lfs f3, 0x2C(r28)
  378.                 lfs f4, 0x30(r28)
  379.                 lfs f5, 0x34(r28)
  380.                 lfs f6, 0x38(r28)
  381.                 lfs f7, 0x3C(r28)
  382.                 lfs f8, 0x40(r28)
  383.                 lfs f9, 0x44(r28)
  384.                 mtctr r12
  385.                 bctrl
  386.                 li r4, 0
  387.                 stw r4, 0x48(r28)
  388.                 stw r3, 0x4C(r28)
  389.                 stfs f1, 0x50(r28)
  390.                 b loc_277290
  391.             */
  392.            public static uint GetFuncReturn()
  393.            {
  394.                byte[] ret = new byte[4];
  395.                GetMemoryR(0x114AE64, ref ret);
  396.                Array.Reverse(ret);
  397.                return BitConverter.ToUInt32(ret, 0);
  398.            }
  399.            private static void GetMemoryR(uint Address, ref byte[] Bytes)
  400.            {
  401.                PS3.GetMemory(Address, Bytes);
  402.            }
  403.            public static void Enable()
  404.            {
  405.                if (PS3.Extension.ReadByte(0x27720C) == 0x80)
  406.                {
  407.                    byte[] WritePPC = new byte[] {0x3F,0x80,0x10,0x05,0x81,0x9C,0x00,0x48,0x2C,0x0C,0x00,0x00,0x41,0x82,0x00,0x78,
  408.                                        0x80,0x7C,0x00,0x00,0x80,0x9C,0x00,0x04,0x80,0xBC,0x00,0x08,0x80,0xDC,0x00,0x0C,
  409.                                        0x80,0xFC,0x00,0x10,0x81,0x1C,0x00,0x14,0x81,0x3C,0x00,0x18,0x81,0x5C,0x00,0x1C,
  410.                                        0x81,0x7C,0x00,0x20,0xC0,0x3C,0x00,0x24,0xC0,0x5C,0x00,0x28,0xC0,0x7C,0x00,0x2C,
  411.                                        0xC0,0x9C,0x00,0x30,0xC0,0xBC,0x00,0x34,0xC0,0xDC,0x00,0x38,0xC0,0xFC,0x00,0x3C,
  412.                                        0xC1,0x1C,0x00,0x40,0xC1,0x3C,0x00,0x44,0x7D,0x89,0x03,0xA6,0x4E,0x80,0x04,0x21,
  413.                                        0x38,0x80,0x00,0x00,0x90,0x9C,0x00,0x48,0x90,0x7C,0x00,0x4C,0xD0,0x3C,0x00,0x50,
  414.                                        0x48,0x00,0x00,0x14};
  415.                    PS3.SetMemory(func_address, new byte[] { 0x41 });
  416.                    PS3.SetMemory(func_address + 4, WritePPC);
  417.                    PS3.SetMemory(func_address, new byte[] { 0x40 });
  418.                    Thread.Sleep(10);
  419.                    RPC.DestroyAll();
  420.                }
  421.                else
  422.                {
  423.                }
  424.            }
  425.            public static Int32 Call(UInt32 address, params Object[] parameters)
  426.            {
  427.                Int32 length = parameters.Length;
  428.                Int32 index = 0;
  429.                UInt32 count = 0;
  430.                UInt32 Strings = 0;
  431.                UInt32 Single = 0;
  432.                UInt32 Array = 0;
  433.                while (index < length)
  434.                {
  435.                    if (parameters[index] is Int32)
  436.                    {
  437.                        PS3.Extension.WriteInt32(0x10050000 + (count * 4), (Int32)parameters[index]);
  438.                        count++;
  439.                    }
  440.                    else if (parameters[index] is UInt32)
  441.                    {
  442.                        PS3.Extension.WriteUInt32(0x10050000 + (count * 4), (UInt32)parameters[index]);
  443.                        count++;
  444.                    }
  445.                    else if (parameters[index] is Int16)
  446.                    {
  447.                        PS3.Extension.WriteInt16(0x10050000 + (count * 4), (Int16)parameters[index]);
  448.                        count++;
  449.                    }
  450.                    else if (parameters[index] is UInt16)
  451.                    {
  452.                        PS3.Extension.WriteUInt16(0x10050000 + (count * 4), (UInt16)parameters[index]);
  453.                        count++;
  454.                    }
  455.                    else if (parameters[index] is Byte)
  456.                    {
  457.                        PS3.Extension.WriteByte(0x10050000 + (count * 4), (Byte)parameters[index]);
  458.                        count++;
  459.                    }
  460.                    else
  461.                    {
  462.                        UInt32 pointer;
  463.                        if (parameters[index] is String)
  464.                        {
  465.                            pointer = 0x10052000 + (Strings * 0x400);
  466.                            PS3.Extension.WriteString(pointer, Convert.ToString(parameters[index]));
  467.                            PS3.Extension.WriteUInt32(0x10050000 + (count * 4), pointer);
  468.                            count++;
  469.                            Strings++;
  470.                        }
  471.                        else if (parameters[index] is Single)
  472.                        {
  473.                            WriteSingle(0x10050024 + (Single * 4), (Single)parameters[index]);
  474.                            Single++;
  475.                        }
  476.                        else if (parameters[index] is Single[])
  477.                        {
  478.                            Single[] Args = (Single[])parameters[index];
  479.                            pointer = 0x10051000 + Array * 4;
  480.                            WriteSingle(pointer, Args);
  481.                            PS3.Extension.WriteUInt32(0x10050000 + count * 4, pointer);
  482.                            count++;
  483.                            Array += (UInt32)Args.Length;
  484.                        }
  485.  
  486.                    }
  487.                    index++;
  488.                }
  489.                PS3.Extension.WriteUInt32(0x10050048, address);
  490.                Thread.Sleep(20);
  491.                return PS3.Extension.ReadInt32(0x1005004c);
  492.            }
  493.            public static void DestroyAll()
  494.            {
  495.                Byte[] clear = new Byte[0xB4 * 1024];
  496.                PS3.SetMemory(0xF0E10C, clear);
  497.            }
  498.            #endregion
  499.            #region WriteSingle & ReverseBytes [Needed For RPC]
  500.            public static void WriteSingle(uint address, float[] input)
  501.            {
  502.                int length = input.Length;
  503.                byte[] array = new byte[length * 4];
  504.                for (int i = 0; i < length; i++)
  505.                {
  506.                    ReverseBytes(BitConverter.GetBytes(input[i])).CopyTo(array, (int)(i * 4));
  507.                }
  508.                PS3.SetMemory(address, array);
  509.            }
  510.            public static void WriteSingle(uint address, float input)
  511.            {
  512.                byte[] numArray = new byte[4];
  513.                BitConverter.GetBytes(input).CopyTo(numArray, 0);
  514.                Array.Reverse(numArray, 0, 4);
  515.                PS3.SetMemory(address, numArray);
  516.            }
  517.            private static byte[] ReverseBytes(byte[] inArray)
  518.            {
  519.                Array.Reverse(inArray);
  520.                return inArray;
  521.            }
  522.            #endregion
  523.  
  524. //Another region
  525.  
  526. #region Addresses
  527.        public static class Addresses
  528.        {
  529.            public static uint
  530.               G_Client = 0x110A280,
  531.               g_client = 0x110A280,
  532.               G_ClientIndex = 0x3980,
  533.               EntityIndex = 0x280,
  534.               G_Entity = 0xFCA280,
  535.               MapBrushModel = 0x7F80,
  536.               BG_GetPerkIndexForName = 0x210B0,
  537.               BG_GetNumWeapons = 0x3CFBC,
  538.               BG_FindWeaponIndexForName = 0x3CFD0,
  539.               BG_GetWeaponIndexForName = 0x3D434,
  540.               BG_GetViewModelWeaponIndex = 0x3D7D8,
  541.               Cmd_ExecuteSingleCommand = 0x1DB240,
  542.               BG_WeaponFireRecoil = 0x3FBD0,
  543.               CG_FireWeapon = 0xBE498,
  544.               Key_IsDown = 0xD1CD8,
  545.               Key_StringToKeynum = 0xD1D18,
  546.               Key_IsValidGamePadChar = 0xD1E64,
  547.               Key_KeyNumToString = 0xD1EA4,
  548.               Key_Unbind_f = 0xD2368,
  549.               Key_Bind_f = 0xD247C,
  550.               BG_TakePlayerWeapon = 0x1C409C,
  551.               G_GivePlayerWeapon = 0x1C3034,
  552.               SV_GameSendServerCommand = 0x228FA8,
  553.               SV_GetConfigString = 0x22A4A8,
  554.               SV_SetConfigString = 0x22A208,
  555.               va = 0x299490,
  556.               G_SetModel = 0x1BEF5C,
  557.               G_LocalizedStringIndex = 0x1BE6CC,
  558.               G_MaterialIndex = 0x1BE744,
  559.               G_ModelIndex = 0x1BE7A8,
  560.               G_ModelName = 0x1BE8A0,
  561.               Add_Ammo = 0x18A29C,
  562.               PlayerCmd_SetPerk = 0x17EBE8,
  563.               G_Damage = 0x183E18,
  564.               G_RadiusDamage = 0x185600,
  565.               G_GetClientScore = 0x18EA74,
  566.               G_GetClientDeaths = 0x18EA98,
  567.               Cmd_AddCommandInternal = 0x1DC4FC,
  568.               CBuf_AddText /*(int localClientNum, const char *text)*/ = 0x001DB240,
  569.               SV_SendDisconnect /*(client_s *client, int state, const char *reason)*/ = 0x0022472C,
  570.               SV_SendClientGameState /*(client_s *client)*/ = 0x002284F8,
  571.               SV_KickClient /*(client_s *cl, char *playerName, int maxPlayerNameLen)*/ = 0x00223BD0,
  572.               G_CallSpawnEntity /*(gentity_s *ent)*/ = 0x001BA730,
  573.               Player_Die /*(unsigned int *self, unsigned int *inflictor, unsigned int *attacker, int damage, int meansOfDeath, int iWeapon, const float *vDir, unsigned int hitLoc, int psTimeOffset)*/  = 0x00183748,
  574.               SV_DropClient /*(client_s *drop, const char *reason, bool tellThem)*/ = 0x002249FC,
  575.               SV_SendServerCommand /*(client_s *,svscmd_type,char const *,...)*/ = 0x0022CEBC,
  576.               Scr_Notify /*(gentity_s *ent, unsigned __int16 stringValue, unsigned int paramcount)*/ = 0x001BB1B0,
  577.               Sv_SetGametype /*(void)*/ = 0x00229C1C,
  578.               Sv_Maprestart /*(int fast_restart)*/ = 0x00223774,
  579.               sv_maprestart_f = 0x00223B20,
  580.               sv_spawnsever /*(const char *server)*/ = 0x0022ADF8,
  581.               sv_map_f = 0x002235A0,
  582.               sv_matchend /*(void)*/ = 0x0022F7A8,
  583.               R_AddCmdDrawText /*(const char *text, int maxChars, void *font, float x, float y, float xScale, float yScale, float rotation, const float *color, int style)*/ = 0x00393640,
  584.               R_RegisterFont /*(char* asset, int imagetrack)*/ /*(const char *name, int imageTrack)*/ = 0x003808B8,
  585.               R_AddCmdDrawStretchPic /*(float x, float y, float w, float h, float xScale, float yScale, float xay, float yay, const float *color, int material)*/ = 0x00392D78,
  586.               CL_DrawTextHook /*(const char *text, int maxChars, void *font, float x, float y, float xScale, float yScale, const float *color, int style)*/ = 0x000D93A8,
  587.               R_AddCmdDrawTextWithEffects /*(char const *,int,Font_s *,float,float,float,float,float,float const * const,int,float const * const,Material *,Material *,int,int,int,int)*/ = 0x003937C0,
  588.               CG_BoldGameMessage /*(int LocalClientNum, const char *Message)*/ = 0x0007A5C8,
  589.               UI_FillRectPhysical /*(float x, float y, float width, float height, const float *color)*/ = 0x0023A810,
  590.               UI_DrawLoadBar /*(ScreenPlacement *scrPlace, float x, float y, float w, float h, int horzAlign, int vertAlign, const float *color, Material *material)*/ = 0x0023A730,
  591.               Scr_MakeGameMessage /*(int iClientNum, const char *pszCmd)*/ = 0x001B07F0,
  592.               Scr_ConstructMessageString /*(int firstParmIndex, int lastParmIndex, const char *errorContext, char *string, unsigned int stringLimit)*/ = 0x001B04F4,
  593.               R_NormalizedTextScale /*(Font_s *font, float scale)*/ = 0x003808F0,
  594.               TeleportPlayer /*(gentity_s *player, float *origin, float *angles)*/ = 0x00191B00,
  595.               CL_DrawText /*(ScreenPlacement *scrPlace, const char *text, int maxChars, Font_s *font, float x, float y, int horzAlign, int vertAlign, float xScale, float yScale, const float *color, int style)*/ = 0x000D9490,
  596.               CL_DrawTextRotate /*(ScreenPlacement *scrPlace, const char *text, int maxChars, Font_s *font, float x, float y, float rotation, int horzAlign, int vertAlign, float xScale, float yScale, const float *color, int style)*/ = 0x000D9554,
  597.               SV_GameDropClient /*(int clientNum, const char *reason)*/ = 0x00229020,
  598.               Dvar_GetBool /*(const char *dvarName)*/ = 0x00291060,
  599.               Dvar_GetInt /*(const char *dvarName)*/ = 0x002910DC,
  600.               Dvar_GetFloat /*(const char *dvarName)*/ = 0x00291148,
  601.               Dvar_RegisterBool /*(const char *dvarName, bool value, unsigned __int16 flags, const char *description)*/ = 0x002933F0,
  602.               Dvar_IsValidName /*(const char *dvarName)*/ = 0x0029019C,
  603.               Material_RegisterHandle /*(const char *name, int imageTrack)*/ = 0x0038B044,
  604.               CL_RegisterFont /*(const char *fontName, int imageTrack)*/ = 0x000D9734,
  605.               SetClientViewAngle /*(gentity_s *ent, const float *angle)*/ = 0x001767E0,
  606.               R_RegisterDvars /*(void)*/ = 0x0037E420,
  607.               PlayerCmd_SetClientDvar /*(scr_entref_t entref)*/ = 0x0017CB4C,
  608.               Jump_RegisterDvars /*(void)*/ = 0x00018E20,
  609.               AimTarget_RegisterDvars = 0x00012098,
  610.               G_FreeEntity /*(gentity_s *ed)*/ = 0x001C0840,
  611.               G_EntUnlink /*(gentity_s *ent)*/ = 0x001C4A5C,
  612.               SV_DObjGetTree /*(gentity_s *ent)*/ = 0x00229A68,
  613.               BG_GetEntityTypeName /*(const int eType)*/ = 0x0001D1F0,
  614.               CL_GetClientState /*(int localClientNum, uiClientState_s *state)*/ = 0x000E26A8,
  615.                CL_GetConfigString /*(int localClientNum, int configStringIndex)*/ = 0x000C5E7C,
  616.               Info_ValueForKey /*(const char *s, const char *key)*/ = 0x00299604,
  617.               Scr_GetInt /*(unsigned int index)*/ = 0x002201C4,
  618.               ClientSpawn /*(gentity_s *ent, const float *spawn_origin, const float *spawn_angles)*/ = 0x00177468,
  619.               Sv_ClientCommand /*(client_s *cl, msg_t *msg)*/ = 0x00228178,
  620.               Sv_ExecuteClientMessage /*(client_s *cl, msg_t *msg)*/ = 0x00228B50,
  621.               Sv_ExecuteClientCommand /*(client_s *cl, const char *s, int clientOK)*/ = 0x00182DEC,
  622.               ClientCommand /*(int clientNum)*/ = 0x00182440,
  623.               CalculateRanks /*(void)*/ = 0x0019031C,
  624.               ClientScr_SetScore /*(gclient_s *pSelf, client_fields_s *pField)*/ = 0x00176150,
  625.               ClientScr_SetMaxHealth /*(gclient_s *pSelf, client_fields_s *pField)*/ = 0x00176094,
  626.               Sv_ReceiveStats /*(netadr_t from, msg_t *msg)*/ = 0x002244E0,
  627.               ClientConnect /*(int clientNum, unsigned __int16 scriptPersId)*/ = 0x001771A0,
  628.               Sv_DirectConnect /*(netadr_t from)*/ = 0x00255BB4,
  629.               Sv_SetConfigstring /*(int index, const char *val)*/ = 0x0022A208,
  630.               Sv_AddServerCommand /*(client_s *client, svscmd_type type, const char *cmd)*/ = 0x0022CBA0,
  631.               IntermissionClientEndFrame /*(gentity_s *ent)*/ = 0x001745F8,
  632.               memset = 0x0049B928,
  633.               str_pointer = 0x523b30,
  634.               g_gametype = 0x8360d5;
  635.        }
  636.        #endregion
  637.  
  638. //Last thing we need
  639.  
  640.  #region Offsets
  641.        public static class Offsets
  642.        {
  643.            public static uint Akimbo_Secondary = 0x0110a531;
  644.            public static uint Akimbo_Primary = 0x0110a549;
  645.            public static uint GrandeLuncherBullets = 0x0110a6b4;
  646.            public static uint GrandeLuncherClip = 0x0110a630;
  647.            public static class Primary
  648.            {
  649.                public static uint
  650.                    Weapon1 = 0x0110a4fd,
  651.                    Weapon2 = 0x0110a5f1,
  652.                    Weapon3 = 0x0110a6a5,
  653.                    AmmoClip = 0x0110a628,
  654.                    AmmoBullets = Primary.Weapon3 + 0x3,// = 0x0110a6a8,
  655.                    AkimboAmmo = 0x0110a6ac;
  656.            }
  657.            public static class Secondary
  658.            {
  659.                public static uint
  660.                    Weapon1 = 0x0110a4f5,
  661.                    Weapon2 = 0x0110a5f1,
  662.                    Weapon3 = 0x0110a68d,
  663.                    AmmoClip = 0x0110a618,
  664.                    AmmoBullets = Secondary.Weapon3 + 0x3,// = 0x0110a690
  665.                    AkimboAmmo = 0x0110a694;
  666.            }
  667.            public static class _3Weapon
  668.            {
  669.                public static uint
  670.                    Weapon1 = 0x0110a505,
  671.                    Weapon2 = 0x0110a63d,
  672.                    Weapon3 = 0x0110a6c9,
  673.                    AmmoBullets = _3Weapon.Weapon3 + 0x3, // = 0x0110a640
  674.                    AmmoClip = _3Weapon.Weapon2 + 0x3; // = 0x0110a6cc
  675.            }
  676.            public static class _4Weapon
  677.            {
  678.                public static uint
  679.                    Weapon1 = 0x0110a509,
  680.                    Weapon2 = 0x0110a645,
  681.                    Weapon3 = 0x0110a6d5,
  682.                    AmmoBullets = _4Weapon.Weapon3 + 0x3, // = 0x0110a648
  683.                    AmmoClip = _4Weapon.Weapon2 + 0x3; // = 0x0110a6d8
  684.            }
  685.            public static class _5Weapon
  686.            {
  687.                public static uint
  688.                    Weapon1 = 0x0110a50d,
  689.                    Weapon2 = 0x0110a64d,
  690.                    Weapon3 = 0x0110a6e1,
  691.                    AmmoBullets = _5Weapon.Weapon3 + 0x3, // = 0x0110a6e4
  692.                    AmmoClip = _5Weapon.Weapon2 + 0x3; // = 0x0110a6d8
  693.            }
  694.            public static class _6Weapon
  695.            {
  696.                public static uint
  697.                    Weapon1 = 0x0110a511,
  698.                    Weapon2 = 0x0110a655,
  699.                    Weapon3 = 0x0110a6bd,
  700.                    AmmoBullets = _6Weapon.Weapon3 + 0x3, // = 0x0110a6c0
  701.                    AmmoClip = _6Weapon.Weapon2 + 0x3; // = 0x0110a658
  702.            }
  703.            public static class Tactical
  704.            {
  705.                public static uint
  706.                    Weapon1 = 0x0110a501,
  707.                    Weapon2 = 0x0110a635,
  708.                    Weapon3 = 0x0110a6bd,
  709.                    AmmoBullets = Tactical.Weapon3 + 0x3, // = 0x0110a6c0
  710.                    AmmoClip = Tactical.Weapon2 + 0x3; // = 0x0110a638
  711.            }
  712.            public static class Lethal
  713.            {
  714.                public static uint
  715.                    Weapon1 = 0x0110a4f9,
  716.                    Weapon2 = 0x0110a61d,
  717.                    Weapon3 = 0x0110a6c9,
  718.                    AmmoBullets = Lethal.Weapon3 + 0x3, // = 0x0110a620
  719.                    AmmoClip = Lethal.Weapon2 + 0x3, // = 0x0110a6cc
  720.                    RealAmmo = 0x0110a69c;
  721.            }
  722.        }
  723.        #endregion
  724.  
  725.        #region Bullet
  726.  
  727.        class map
  728.        {
  729.            public static bool SetUp1 = (((((((getMapName() == "Seatown") | (getMapName() == "Arkaden")) |
  730.                              (getMapName() == "Downturn")) | (getMapName() == "Bootleg")) | (getMapName() == "Lockdown")) |
  731.                              (getMapName() == "Village")) | (getMapName() == "Mission"));
  732.        }
  733.        #region GetMapDetails
  734.  
  735.        private static string ReturnInfos(Int32 Index)
  736.        {
  737.            return Encoding.ASCII.GetString(PS3.GetBytes(0X008360d5, 0x100)).Replace(@"\", "|").Split('|')[Index];
  738.        }
  739.        public static string getMapName()
  740.        {
  741.            String map = ReturnInfos(6);
  742.            switch (map)
  743.            {
  744.                default: return "Unknown Map";
  745.                case "mp_alpha": return "Lockdown";
  746.                case "mp_bootleg": return "Bootleg";
  747.                case "mp_bravo": return "Mission";
  748.                case "mp_carbon": return "Carbon";
  749.                case "mp_dome": return "Dome";
  750.                case "mp_exchange": return "Downturn";
  751.                case "mp_hardhat": return "Hardhat";
  752.                case "mp_interchange": return "Interchange";
  753.                case "mp_lambeth": return "Fallen";
  754.                case "mp_mogadishu": return "Bakaara";
  755.                case "mp_paris": return "Resistance";
  756.                case "mp_plaza2": return "Arkaden";
  757.                case "mp_radar": return "Outpost";
  758.                case "mp_seatown": return "Seatown";
  759.                case "mp_underground": return "Underground";
  760.                case "mp_village": return "Village";
  761.                case "mp_aground_ss": return "Aground";
  762.                case "mp_cement": return "Foundation";
  763.                case "mp_hillside_ss": return "GETAWAY";
  764.                case "mp_italy": return "Piazza";
  765.                case "mp_meteora": return "Sanctuary";
  766.                case "mp_morningwood": return "Black Box";
  767.                case "mp_overwatch": return "Overwatch";
  768.                case "mp_park": return "Liberation";
  769.                case "mp_qadeem": return "Oasis";
  770.                case "mp_restrepo_ss": return "Lookout";
  771.                case "mp_terminal_cls": return "Terminal";
  772.            }
  773.        }
  774.        public string getGameMode()
  775.        {
  776.            String GM = ReturnInfos(2);
  777.            switch (GM)
  778.            {
  779.                default: return "Unknown Gametype";
  780.                case "war": return "Team Deathmatch";
  781.                case "dm": return "Free for All";
  782.                case "sd": return "Search and Destroy";
  783.                case "dom": return "Domination";
  784.                case "conf": return "Kill Confirmed";
  785.                case "sab": return "Sabotage";
  786.                case "koth": return "Head Quartes";
  787.                case "ctf": return "Capture The Flag";
  788.                case "infect": return "Infected";
  789.                case "sotf": return "Hunted";
  790.                case "dd": return "Demolition";
  791.                case "grnd": return "Drop Zone";
  792.                case "tdef": return "Team Defender";
  793.                case "tjugg": return "Team Juggernaut";
  794.                case "jugg": return "Juggernaut";
  795.                case "gun": return "Gun Game";
  796.                case "oic": return "One In The Chamber";
  797.  
  798.            }
  799.        }
  800.        public String getHostName()
  801.        {
  802.            String Host = ReturnInfos(16);
  803.            if (Host == "Modern Warfare 3")
  804.                return "DEDICATED SERVER (No Player is Host)";
  805.            else if (Host == "")
  806.                return "You are not In-Game";
  807.            else return Host;
  808.        }
  809.        #endregion
  810.  
  811.  
  812.  
  813.  
  814.  
  815.  
  816.        #region Weapons
  817.        public static void Rockets(uint client)
  818.        {
  819.            PS3.SetMemory((Offsets.Akimbo_Secondary + ((uint)client * 0x3980)), new byte[] { 0x00 });//REMOVE the akimbo, to prevent Freeze issus!
  820.            byte[] Rocket_Dome = WeaponList.Dome.Harriar_Rockets;
  821.            byte[] Rocket_Seatown = WeaponList.Seatown.Harriar_Rockets;
  822.            if (map.SetUp1)
  823.            {
  824.                PS3.SetMemory(Offsets.Secondary.Weapon1 + (0x3980 * client), Rocket_Seatown);
  825.                PS3.SetMemory(Offsets.Secondary.Weapon2 + (0x3980 * client), Rocket_Seatown);
  826.                PS3.SetMemory(Offsets.Secondary.Weapon3 + (0x3980 * client), Rocket_Seatown);
  827.            }
  828.            else//If the MAPS are not the maps that are on "SetUp1"(The maps dome and etc)
  829.            {
  830.                //It will give diffrent bytes
  831.                PS3.SetMemory(Offsets.Secondary.Weapon1 + (0x3980 * client), Rocket_Dome);
  832.                PS3.SetMemory(Offsets.Secondary.Weapon2 + (0x3980 * client), Rocket_Dome);
  833.                PS3.SetMemory(Offsets.Secondary.Weapon3 + (0x3980 * client), Rocket_Dome);
  834.            }
  835.            //And Ammo:
  836.            byte[] UltimateAmmo = new byte[] { 0x0F, 0xFF, 0xFF, 0xFF };
  837.            PS3.SetMemory(Offsets.Secondary.AkimboAmmo + (0x3980 * client), UltimateAmmo);
  838.            PS3.SetMemory(Offsets.Secondary.AmmoBullets + (0x3980 * client), UltimateAmmo);
  839.            PS3.SetMemory(Offsets.Secondary.AmmoClip + (0x3980 * client), UltimateAmmo);
  840.        }
  841.        #region Default Weapon
  842.  
  843.        public static void DefaultWeapon(uint client)
  844.        {
  845.            PS3.SetMemory((Offsets.Akimbo_Secondary + ((uint)client * 0x3980)), new byte[] { 0x00 });//REMOVE the akimbo, to prevent Freeze issus!
  846.            byte[] DefaultWeapon_Dome = WeaponList.Dome.DefaultWeapon;
  847.            byte[] DefaultWeapon_Seatown = WeaponList.Seatown.DefaultWeapon;
  848.            if (map.SetUp1)
  849.            {
  850.                PS3.SetMemory(Offsets.Secondary.Weapon1 + (0x3980 * client), DefaultWeapon_Seatown);
  851.                PS3.SetMemory(Offsets.Secondary.Weapon2 + (0x3980 * client), DefaultWeapon_Seatown);
  852.                PS3.SetMemory(Offsets.Secondary.Weapon3 + (0x3980 * client), DefaultWeapon_Seatown);
  853.            }
  854.            else//If the MAPS are not the maps that are on "SetUp1"(The maps dome and etc)
  855.            {
  856.                //It will give diffrent bytes
  857.                PS3.SetMemory(Offsets.Secondary.Weapon1 + (0x3980 * client), DefaultWeapon_Dome);
  858.                PS3.SetMemory(Offsets.Secondary.Weapon2 + (0x3980 * client), DefaultWeapon_Dome);
  859.                PS3.SetMemory(Offsets.Secondary.Weapon3 + (0x3980 * client), DefaultWeapon_Dome);
  860.            }
  861.            //And Ammo:
  862.            byte[] UltimateAmmo = new byte[] { 0x0F, 0xFF, 0xFF, 0xFF };
  863.            PS3.SetMemory(Offsets.Secondary.AkimboAmmo + (0x3980 * client), UltimateAmmo);
  864.            PS3.SetMemory(Offsets.Secondary.AmmoBullets + (0x3980 * client), UltimateAmmo);
  865.            PS3.SetMemory(Offsets.Secondary.AmmoClip + (0x3980 * client), UltimateAmmo);
  866.        }
  867.        #region MSR
  868.  
  869.        public static void MSR(uint client)
  870.        {
  871.            PS3.SetMemory((Offsets.Akimbo_Secondary + ((uint)client * 0x3980)), new byte[] { 0x00 });//REMOVE the akimbo, to prevent Freeze issus!
  872.            byte[] MSR_Dome = WeaponList.Dome.MSR;
  873.            byte[] MSR_Seatown = WeaponList.Seatown.MSR;
  874.            if (map.SetUp1)
  875.            {
  876.                PS3.SetMemory(Offsets.Secondary.Weapon1 + (0x3980 * client), MSR_Seatown);
  877.                PS3.SetMemory(Offsets.Secondary.Weapon2 + (0x3980 * client), MSR_Seatown);
  878.                PS3.SetMemory(Offsets.Secondary.Weapon3 + (0x3980 * client), MSR_Seatown);
  879.            }
  880.            else//If the MAPS are not the maps that are on "SetUp1"(The maps dome and etc)
  881.            {
  882.                //It will give diffrent bytes
  883.                PS3.SetMemory(Offsets.Secondary.Weapon1 + (0x3980 * client), MSR_Dome);
  884.                PS3.SetMemory(Offsets.Secondary.Weapon2 + (0x3980 * client), MSR_Dome);
  885.                PS3.SetMemory(Offsets.Secondary.Weapon3 + (0x3980 * client), MSR_Dome);
  886.            }
  887.            //And Ammo:
  888.            byte[] UltimateAmmo = new byte[] { 0x0F, 0xFF, 0xFF, 0xFF };
  889.            PS3.SetMemory(Offsets.Secondary.AkimboAmmo + (0x3980 * client), UltimateAmmo);
  890.            PS3.SetMemory(Offsets.Secondary.AmmoBullets + (0x3980 * client), UltimateAmmo);
  891.            PS3.SetMemory(Offsets.Secondary.AmmoClip + (0x3980 * client), UltimateAmmo);
  892.        }
  893.        #region OspreyBullets
  894.  
  895.        public static void OspreyBullets(uint client)
  896.        {
  897.            PS3.SetMemory((Offsets.Akimbo_Secondary + ((uint)client * 0x3980)), new byte[] { 0x00 });//REMOVE the akimbo, to prevent Freeze issus!
  898.            byte[] Osprey_Bullets_Dome = WeaponList.Dome.Osprey_Bullets;
  899.            byte[] Osprey_Bullets_Seatown = WeaponList.Seatown.Osprey_Bullets;
  900.            if (map.SetUp1)
  901.            {
  902.                PS3.SetMemory(Offsets.Secondary.Weapon1 + (0x3980 * client), Osprey_Bullets_Seatown);
  903.                PS3.SetMemory(Offsets.Secondary.Weapon2 + (0x3980 * client), Osprey_Bullets_Seatown);
  904.                PS3.SetMemory(Offsets.Secondary.Weapon3 + (0x3980 * client), Osprey_Bullets_Seatown);
  905.            }
  906.            else//If the MAPS are not the maps that are on "SetUp1"(The maps dome and etc)
  907.            {
  908.                //It will give diffrent bytes
  909.                PS3.SetMemory(Offsets.Secondary.Weapon1 + (0x3980 * client), Osprey_Bullets_Dome);
  910.                PS3.SetMemory(Offsets.Secondary.Weapon2 + (0x3980 * client), Osprey_Bullets_Dome);
  911.                PS3.SetMemory(Offsets.Secondary.Weapon3 + (0x3980 * client), Osprey_Bullets_Dome);
  912.            }
  913.            //And Ammo:
  914.            byte[] UltimateAmmo = new byte[] { 0x0F, 0xFF, 0xFF, 0xFF };
  915.            PS3.SetMemory(Offsets.Secondary.AkimboAmmo + (0x3980 * client), UltimateAmmo);
  916.            PS3.SetMemory(Offsets.Secondary.AmmoBullets + (0x3980 * client), UltimateAmmo);
  917.            PS3.SetMemory(Offsets.Secondary.AmmoClip + (0x3980 * client), UltimateAmmo);
  918.        }
  919.        #region AssaultDroneRockets
  920.  
  921.        public static void AssaultDroneRockets(uint client)
  922.        {
  923.            PS3.SetMemory((Offsets.Akimbo_Secondary + ((uint)client * 0x3980)), new byte[] { 0x00 });//REMOVE the akimbo, to prevent Freeze issus!
  924.            byte[] AssaultDrone_Rockets_Dome = WeaponList.Dome.AssaultDrone_Rockets;
  925.            byte[] AssaultDrone_Rockets_Seatown = WeaponList.Seatown.AssaultDrone_Rockets;
  926.            if (map.SetUp1)
  927.            {
  928.                PS3.SetMemory(Offsets.Secondary.Weapon1 + (0x3980 * client), AssaultDrone_Rockets_Seatown);
  929.                PS3.SetMemory(Offsets.Secondary.Weapon2 + (0x3980 * client), AssaultDrone_Rockets_Seatown);
  930.                PS3.SetMemory(Offsets.Secondary.Weapon3 + (0x3980 * client), AssaultDrone_Rockets_Seatown);
  931.            }
  932.            else//If the MAPS are not the maps that are on "SetUp1"(The maps dome and etc)
  933.            {
  934.                //It will give diffrent bytes
  935.                PS3.SetMemory(Offsets.Secondary.Weapon1 + (0x3980 * client), AssaultDrone_Rockets_Dome);
  936.                PS3.SetMemory(Offsets.Secondary.Weapon2 + (0x3980 * client), AssaultDrone_Rockets_Dome);
  937.                PS3.SetMemory(Offsets.Secondary.Weapon3 + (0x3980 * client), AssaultDrone_Rockets_Dome);
  938.            }
  939.            //And Ammo:
  940.            byte[] UltimateAmmo = new byte[] { 0x0F, 0xFF, 0xFF, 0xFF };
  941.            PS3.SetMemory(Offsets.Secondary.AkimboAmmo + (0x3980 * client), UltimateAmmo);
  942.            PS3.SetMemory(Offsets.Secondary.AmmoBullets + (0x3980 * client), UltimateAmmo);
  943.            PS3.SetMemory(Offsets.Secondary.AmmoClip + (0x3980 * client), UltimateAmmo);
  944.        }
  945.  
  946.        #endregion
  947.        #endregion
  948.        #endregion
  949.        #endregion
  950.        #endregion
  951.  
  952.        #region AC130
  953.        #region RemovenecessaryStuff
  954.        public static void RemovenecessaryStuff(UInt32 client)
  955.        {
  956.            byte[] Remove = new byte[] { 0x00, 0, 0 };
  957.            byte[] RemoveAkimbo = new byte[] { 0x00 };
  958.            PS3.SetMemory(Offsets._3Weapon.Weapon1 + (client * 0x3980), Remove);
  959.            PS3.SetMemory(Offsets._3Weapon.Weapon2 + (client * 0x3980), Remove);
  960.            PS3.SetMemory(Offsets._3Weapon.Weapon3 + (client * 0x3980), Remove);
  961.            PS3.SetMemory(Offsets._4Weapon.Weapon1 + (client * 0x3980), Remove);
  962.            PS3.SetMemory(Offsets._4Weapon.Weapon2 + (client * 0x3980), Remove);
  963.            PS3.SetMemory(Offsets._4Weapon.Weapon3 + (client * 0x3980), Remove);
  964.            PS3.SetMemory(Offsets._5Weapon.Weapon1 + (client * 0x3980), Remove);
  965.            PS3.SetMemory(Offsets._5Weapon.Weapon2 + (client * 0x3980), Remove);
  966.        }
  967.        #endregion
  968.  
  969.        #region 25mm
  970.  
  971.        public static void AC130_25mm(UInt32 client)
  972.        {
  973.            byte[] _25Dome = WeaponList.Dome.AC130_25mm;
  974.            byte[] _25Seatown = WeaponList.Seatown.AC130_25mm;
  975.            RemovenecessaryStuff(client);
  976.            if (map.SetUp1)
  977.            {
  978.                PS3.SetMemory(Offsets.Primary.Weapon1 + (client * 0x3980), _25Seatown);
  979.                PS3.SetMemory(Offsets.Primary.Weapon2 + (client * 0x3980), _25Seatown);
  980.                PS3.SetMemory(Offsets.Primary.Weapon3 + (client * 0x3980), _25Seatown);
  981.                //Now the secondary need to have the same bytes aswell, so:
  982.                PS3.SetMemory(Offsets.Secondary.Weapon1 + (client * 0x3980), _25Seatown);
  983.                PS3.SetMemory(Offsets.Secondary.Weapon2 + (client * 0x3980), _25Seatown);
  984.                PS3.SetMemory(Offsets.Secondary.Weapon3 + (client * 0x3980), _25Seatown);
  985.            }
  986.            else//For the other maps...
  987.            {
  988.                PS3.SetMemory(Offsets.Primary.Weapon1 + (client * 0x3980), _25Dome);
  989.                PS3.SetMemory(Offsets.Primary.Weapon2 + (client * 0x3980), _25Dome);
  990.                PS3.SetMemory(Offsets.Primary.Weapon3 + (client * 0x3980), _25Dome);
  991.                //Now the secondary need to have the same bytes aswell, so:
  992.                PS3.SetMemory(Offsets.Secondary.Weapon1 + (client * 0x3980), _25Dome);
  993.                PS3.SetMemory(Offsets.Secondary.Weapon2 + (client * 0x3980), _25Dome);
  994.                PS3.SetMemory(Offsets.Secondary.Weapon3 + (client * 0x3980), _25Dome);
  995.            }
  996.            //And Ammo:
  997.            byte[] UltimateAmmo = new Byte[] { 0x0F, 0xFF, 0xFF, 0xFF };
  998.            PS3.SetMemory(Offsets.Secondary.AkimboAmmo + (0x3980 * client), UltimateAmmo);
  999.            PS3.SetMemory(Offsets.Secondary.AmmoBullets + (0x3980 * client), UltimateAmmo);
  1000.            PS3.SetMemory(Offsets.Secondary.AmmoClip + (0x3980 * client), UltimateAmmo);
  1001.            PS3.SetMemory(Offsets.Primary.AkimboAmmo + (0x3980 * client), UltimateAmmo);
  1002.            PS3.SetMemory(Offsets.Primary.AmmoBullets + (0x3980 * client), UltimateAmmo);
  1003.            PS3.SetMemory(Offsets.Primary.AmmoClip + (0x3980 * client), UltimateAmmo);
  1004.        }
  1005.        #region 105mm
  1006.  
  1007.        public static void AC130_105mm(UInt32 client)
  1008.        {
  1009.            byte[] _25Dome = WeaponList.Dome.AC130_105mm;
  1010.            byte[] _25Seatown = WeaponList.Seatown.AC130_105mm;
  1011.            RemovenecessaryStuff(client);
  1012.            if (map.SetUp1)
  1013.            {
  1014.                PS3.SetMemory(Offsets.Primary.Weapon1 + (client * 0x3980), _25Seatown);
  1015.                PS3.SetMemory(Offsets.Primary.Weapon2 + (client * 0x3980), _25Seatown);
  1016.                PS3.SetMemory(Offsets.Primary.Weapon3 + (client * 0x3980), _25Seatown);
  1017.                //Now the secondary need to have the same bytes aswell, so:
  1018.                PS3.SetMemory(Offsets.Secondary.Weapon1 + (client * 0x3980), _25Seatown);
  1019.                PS3.SetMemory(Offsets.Secondary.Weapon2 + (client * 0x3980), _25Seatown);
  1020.                PS3.SetMemory(Offsets.Secondary.Weapon3 + (client * 0x3980), _25Seatown);
  1021.            }
  1022.            else//For the other maps...
  1023.            {
  1024.                PS3.SetMemory(Offsets.Primary.Weapon1 + (client * 0x3980), _25Dome);
  1025.                PS3.SetMemory(Offsets.Primary.Weapon2 + (client * 0x3980), _25Dome);
  1026.                PS3.SetMemory(Offsets.Primary.Weapon3 + (client * 0x3980), _25Dome);
  1027.                //Now the secondary need to have the same bytes aswell, so:
  1028.                PS3.SetMemory(Offsets.Secondary.Weapon1 + (client * 0x3980), _25Dome);
  1029.                PS3.SetMemory(Offsets.Secondary.Weapon2 + (client * 0x3980), _25Dome);
  1030.                PS3.SetMemory(Offsets.Secondary.Weapon3 + (client * 0x3980), _25Dome);
  1031.            }
  1032.            //And Ammo:
  1033.            byte[] UltimateAmmo = new Byte[] { 0x0F, 0xFF, 0xFF, 0xFF };
  1034.            PS3.SetMemory(Offsets.Secondary.AkimboAmmo + (0x3980 * client), UltimateAmmo);
  1035.            PS3.SetMemory(Offsets.Secondary.AmmoBullets + (0x3980 * client), UltimateAmmo);
  1036.            PS3.SetMemory(Offsets.Secondary.AmmoClip + (0x3980 * client), UltimateAmmo);
  1037.            PS3.SetMemory(Offsets.Primary.AkimboAmmo + (0x3980 * client), UltimateAmmo);
  1038.            PS3.SetMemory(Offsets.Primary.AmmoBullets + (0x3980 * client), UltimateAmmo);
  1039.            PS3.SetMemory(Offsets.Primary.AmmoClip + (0x3980 * client), UltimateAmmo);
  1040.        }
  1041.        #region 40mm
  1042.  
  1043.        public static void AC130_40mm(UInt32 client)
  1044.        {
  1045.            byte[] _25Dome = WeaponList.Dome.AC130_40mm;
  1046.            byte[] _25Seatown = WeaponList.Seatown.AC130_40mm;
  1047.            RemovenecessaryStuff(client);
  1048.            if (map.SetUp1)
  1049.            {
  1050.                PS3.SetMemory(Offsets.Primary.Weapon1 + (client * 0x3980), _25Seatown);
  1051.                PS3.SetMemory(Offsets.Primary.Weapon2 + (client * 0x3980), _25Seatown);
  1052.                PS3.SetMemory(Offsets.Primary.Weapon3 + (client * 0x3980), _25Seatown);
  1053.                //Now the secondary need to have the same bytes aswell, so:
  1054.                PS3.SetMemory(Offsets.Secondary.Weapon1 + (client * 0x3980), _25Seatown);
  1055.                PS3.SetMemory(Offsets.Secondary.Weapon2 + (client * 0x3980), _25Seatown);
  1056.                PS3.SetMemory(Offsets.Secondary.Weapon3 + (client * 0x3980), _25Seatown);
  1057.            }
  1058.            else//For the other maps...
  1059.            {
  1060.                PS3.SetMemory(Offsets.Primary.Weapon1 + (client * 0x3980), _25Dome);
  1061.                PS3.SetMemory(Offsets.Primary.Weapon2 + (client * 0x3980), _25Dome);
  1062.                PS3.SetMemory(Offsets.Primary.Weapon3 + (client * 0x3980), _25Dome);
  1063.                //Now the secondary need to have the same bytes aswell, so:
  1064.                PS3.SetMemory(Offsets.Secondary.Weapon1 + (client * 0x3980), _25Dome);
  1065.                PS3.SetMemory(Offsets.Secondary.Weapon2 + (client * 0x3980), _25Dome);
  1066.                PS3.SetMemory(Offsets.Secondary.Weapon3 + (client * 0x3980), _25Dome);
  1067.            }
  1068.            //And Ammo:
  1069.            byte[] UltimateAmmo = new Byte[] { 0x0F, 0xFF, 0xFF, 0xFF };
  1070.            PS3.SetMemory(Offsets.Secondary.AkimboAmmo + (0x3980 * client), UltimateAmmo);
  1071.            PS3.SetMemory(Offsets.Secondary.AmmoBullets + (0x3980 * client), UltimateAmmo);
  1072.            PS3.SetMemory(Offsets.Secondary.AmmoClip + (0x3980 * client), UltimateAmmo);
  1073.            PS3.SetMemory(Offsets.Primary.AkimboAmmo + (0x3980 * client), UltimateAmmo);
  1074.            PS3.SetMemory(Offsets.Primary.AmmoBullets + (0x3980 * client), UltimateAmmo);
  1075.            PS3.SetMemory(Offsets.Primary.AmmoClip + (0x3980 * client), UltimateAmmo);
  1076.        }
  1077.  
  1078.        #endregion
  1079.        #endregion
  1080.        #endregion
  1081.        #endregion
  1082.        #endregion
  1083.  
  1084. Ok so now that you have basically all you need for Modded weapons lets begin.
  1085.  
  1086. Ok so add a modded weapons option to the context menu strip.Add inside of that Ac-130 (Example) and put inside that say 105mm.
  1087. And add this to it
  1088.  
  1089. AC130_105mm((uint)dataGridView1.CurrentRow.Index);
  1090.  
  1091. Ok your gonna be thinking ? how the hell does this get get 105mm walking ac-130.Heres how :
  1092. Ok so bassically when you added This http://prntscr.com/5ahs7h when you copied http://prntscr.com/5ahsgs this region. It basically just made you able to dumb down the coding a whole lot. So when you say AC130_105mm((uint) etc etc. It just is adding the code you put in that region to where you have the coding above in your 105mm option in your context menu.
  1093.  
  1094. Ok so i know am not the best at explaining all this as it took me awhile to grasp all this stuff and where to put certain things and all that and how to understand how things work. If you still don't understand then please tell me and ill make a quick Open source of everything i try'd explaining on here so that you can learn for yourself.
  1095.  
  1096. Credits :
  1097. Mango Knife: ( For pretty much everything on here as i took most of it from his pastebins and ngu posts ).
  1098. Me: ( CrEaTiiOn_LiiMiT ) for this tut.
  1099.  
  1100. Also heres the addresses for god mode an such:
  1101. #region Addresses
  1102.  
  1103.  
  1104.        public static uint
  1105.           G_GivePlayerWeapon = 0x1C3034,
  1106.           GodmodeAddress = 0x0FCA41E,
  1107.           AmmoAddress = 0x0110a6ab,  //0X3980 * i
  1108.           LeathalAmmo = 0x0110a69f, //0x3980 * i
  1109.           secandaryammo = 0x011a693, //0X3980 * i
  1110.           tacticalammo = 0x0110a6b7, //0X3980 * i            
  1111.           ingamescore = 0x0110d598,
  1112.           ingamekills = 0x0110d5a0,
  1113.           ingameassist = 0xF46C57,
  1114.           ingamedeaths = 0x0110d59F,
  1115.           captures = 0x00F46C59;
  1116.  
  1117.  
  1118.  
  1119.  
  1120.        #endregion
  1121.  
  1122. Thanks for reading.
  1123.  
  1124. Skype:CrEaTiiOn_LiiMiT
  1125. Any questions on this. Add me (y)
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